Completed The Legend Run: (Someoneelse) Mysterious Cove

Only Someoneelse, Maxim, Deck Knight, & any required sub-referees may post in this thread until the completion of the TLR. Any other post made will be shot, burned down and sunk into a river. Thank you.

All right then, so for my first Legend Run reffing I'm taking Someoneelse to the Mysterious Cove. Can he survive my evilness? Let's find out!

Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Poison Point:
Can Be Disabled
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
Natural Cure:
Innate
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
Leaf Guard (DW, locked):
Innate
In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Swampert* [Flood] (M)
Nature: Adamant
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Torrent:
Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW, unlocked):
Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Levitate:
Innate
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit.

"Of Pokemon so rare, so powerful, that their very existence is debated even amongst Pokemon researchers."

"Oh, those legends. What of it?"

"They say there is a cove with a rare Pokemon in it. The Pokemon around there aren't particularly strong, and the place itself has been checked time and time again. But people still insist there's a legend there. But it can only be found if you can hear its voice."

"Sounds like a fairy tale. Lay off the whisky."

"Whatever you say. I'm heading over there to check it out."

There is a cove hidden deep in a forest that beckons those few chosen ones who seek the legends. In order to get there you will have to cross several kinds of treacherous terrain, but this may be your first chance to get a taste of adventure. A mysterious man meets you at the entrance, signaling you forward. Oddly, it seems like you're the only one who can see them. You ignore the jests of your friends and follow him. You think you've heard him speak before, but you can't quite remember what his voice sounds like. It strikes you as odd, but you head towards the Mysterious Cove anyway.

Deciding that safer was better than sorry, you removed your Roselia's Cheri Berry. Your Roselia gives you a weird look, but shrugs and continues on the journey.

As you head up to the cove you find that your path is blocked by the cliffs ahead. You look around for a path to get up there, but all you see is a small forest that goes off into the distance. Deciding that this is your best bet for continuing forward, you make your way through the forest.

"Be on the lookout." A voice says to you. "In places like this, the Pokemon are highly territorial. Don't be fooled by their youth, they are wily creatures."

Not so soon as the sentence finishes are you attacked by Ledyba and Nincada.

You start off your adventure with a bang, and your plan works perfectly for the most part. Roselia managed to put Ledyba to sleep, while Swampert managed to avoid any damage at all. You almost start to wonder whether this is starting to be too easy.

Also, I think I made a slight bobo on my last round of reffing. Your mons should've taken a touch more damage than they did, I'll let you reorder if you need to but please say so if you want to keep your same actions. Sorry about that. :/

EDIT: Actually I did less damage because I forgot spread moves...I'll fix the damage momentarily.

Your Pokemon continue the assault on the lackeys. Rock Slide scores a lucky flinch on Nincada, while Ledyba eventually goes down to Roselia's Hidden Power. Nincada is left battered and bruised, and only one question remains: Do you wish to catch it?

Thinking that a Nincada might be useful to you, you toss a Heal Ball at it. It shakes once, twice, three times. Then you hear a nice click! Nincada is now yours and the Heal Ball has healed it up to full health.

Abilities:Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Run Away (DW): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Immediately following the brush you come to a deeper forest. You can sense Bug Pokemon crawling all around you. You still don't sense anything overpowering, but you are filled with foreboding. You also notice a large network of webbing in this area. After all, not every predator is large. You come to a tree full of Oran Berries with seemingly nothing around it. Three (x3) of the berries look ripe for plucking, and you know the supplies could help along the way.

As you head out of the forest you come across a Masquerain, who blasts the area with water creating a narrow strip of passable land only one of your Pokemon can cross at a time. Looks like it'll have to face it on its own.

"Heh, didn't think there were many of those around. That's a Rare Encounter. Some Pokemon don't come out much, but there are pretty strong. You can only send one of your Pokemon after them though. Trust me, it could have been worse."

You tell Swampert to deal a lot of damage to the Masquerain, but the Masquerain sends out two ridiculously powerful combos that knock out Swampert. However, it is clearly tired from the ordeal, so your next mon should be able to take it out, but that's one mon less you have for the boss.

Well, now I noticed another Problem...your Rotom's stats are wrong, they should be something like 2/4/5/4...I'll start reffing with these new stats, but it'll take me a while to get around to fixing the previous rounds...ugh.

Deciding to take a more cautious approach, you opt to Paralyze the Masquerain as it cools down from the combo that nuked your Swampert. Rotom then puts up a substitute to deflect the Hydro Pump that comes shortly afterward. Finally, you weaken it with a Thunderbolt as it Chills out.